(edited by Moderator)
Arrowcarts [merged]
With the ability to put 12 arrowcarts on a single door, adding poison to an arrowcart resulting in 33% less healing, increasing arrowcarts damage by 80%, with arrowcarts being so easily built with such small amount of supply required and increasing the time within which bleed stays on you from a cart… how do you think this is a positive addition to WvW?
I cant even … Im utterly dumbfounded at why someone at arenanet would think this is a good idea…
http://www.votf.net
(edited by Moderator)
Game sounds bad. Siege Wars 2 was bad enough, but now arrow carts get a massive buff? Can’t wait.
At least boring as kitten Swirling Wars 2 is over.
Arenanet really screwed up with this patch they are about to lose a huge amount of players.
http://www.votf.net
Arenanet really screwed up with this patch they are about to lose a huge amount of players.
You mean just like after every single patch they ever released in this game? (or GW1 for that matter)
Krall Peterson – Warrior
Piken Square
This sounds wonderful. AC is now undisputed king of anti-zerg. A couple defenders with superior carts can now break a mindless zerg like oh so many waves upon a shore. I can’t kittening wait.
Arenanet really screwed up with this patch they are about to lose a huge amount of players.
You mean just like after every single patch they ever released in this game? (or GW1 for that matter)
they lose more and more people every new pacth now they made wvw worst another pacth without any incentive for doing wvw dumb.
| LvL 80 elementalist Call Meh God | Multi-Gaming no lifer
I like making and using arrowcarts, but I enjoyed my glamour mesmer in WvW as well.
I think the changes in this patch will increase the power of the zerg in the open field, and the changes in siege are there to balance it.
I’ll be going to WvW on my guardian, and manning an AC, I guess.
[The Flameseeker Prophecies] 4/11/13
Itinerant, no guild.
they lose more and more people every new pacth now they made wvw worst another pacth without any incentive for doing wvw dumb.
I would disagree, but since none of us actually have any proof to support our views it is pointless to discuss it.
Krall Peterson – Warrior
Piken Square
I want reroll ArrowCarts kitten !!
Jade Quarry
Its designed to kill your zerg, make things defensible against zergs.
Maybe come up with new strategies?
also arrow carts 1-2-3-4 are deathtraps for operators against people that know what they are doing. There is nothing to stop an attacking force to simply pull the operators off the walls.
Apathy Inc [Ai]
Its designed to kill your zerg, make things defensible against zergs.
Maybe come up with new strategies?
also arrow carts 1-2-3-4 are deathtraps for operators against people that know what they are doing. There is nothing to stop an attacking force to simply pull the operators off the walls.
Then just re-build the arrowcarts and rinse repeat with your 2k x 12 damage per second with the -33% heal that the poison gives you thus making defence far more overpowered than attack.
If it removes the zerg then imagine the problems the 20-30 man guild groups will have trying to get in that gate…
http://www.votf.net
Yes, giving the defenders an advantage for once is a terrible, terrible thing. Why on earth would we ever want to punish the blob that marches up to a tower or keep and drops six rams in two seconds?
No need to build arrow carts on walls anymore with the new range buff and the zoom mod you can hit and kill zergs easily from the ground floor.
Yeah ACs are way over the top now.
Umberage of Death – Thief
~~~Sanctum of Rall~~~
Yes, giving the defenders an advantage for once is a terrible, terrible thing. Why on earth would we ever want to punish the blob that marches up to a tower or keep and drops six rams in two seconds?
The defenders have always had the advantage! You’ve got un-killable siege placements, you’ve got the ability to go out into the field and attack then withdraw into the keep/tower and regen then go out again! Mortars/Cannons/Oil, veil behind portal and go out to unsuspecting enemies and sooooo much more that defenders have in their favour…
http://www.votf.net
I find this update to be very useful for outmanned groups trying to defend a location from a zerg.
It’s something people have been wanting for a long time.
Mithril Footman
Ultimate Dominator
… build catapults instead of rams just outside the range of the defending ACs.
I dont really get what the problem is. More focus on clever siege work is better.
Arenanet really screwed up with this patch they are about to lose a huge amount of players.
I wish I had a nickle every time I read this on the forums.
Xylani – 80 Ranger | Osoroshii – 80 Warrior
GoM [LGG][COI]
I find this update to be very useful for outmanned groups trying to defend a location from a zerg.
It’s something people have been wanting for a long time.
People already did, and now will build AC just in open field to beat anyone, from zergs to organised groups. It’s just completely kitten I mean if you can hold off a zerg from a tower or a keep, then how is anyone ever gonna get in???
Red Guard
… build catapults instead of rams just outside the range of the defending ACs.
I dont really get what the problem is. More focus on clever siege work is better.
Yes peopel can do that but now if there are defenders you have no way to ram the wall also try taking a well sieged lords room now and see how fast your face melts haha
This is a massive change but it could be okay. A couple of superior arrow carts should pretty much counter rams now. I guess we’ll be seeing a lot more people pre-building defensive arrow carts and guarding towers. On the offensive side, way more catas, far fewer rams.
… build catapults instead of rams just outside the range of the defending ACs.
I dont really get what the problem is. More focus on clever siege work is better.
Attack with AC > Enemy make counter AC > we make counter treb > enemy make counter treb!
YAY SIEGE WARS.
http://www.votf.net
This is a massive change but it could be okay. A couple of superior arrow carts should pretty much counter rams now. I guess we’ll be seeing a lot more people pre-building defensive arrow carts and guarding towers. On the offensive side, way more catas, far fewer rams.
and then you get the wall down, and you will run in and get hit by 10 AC’s with 80% damage buff, good luck taking the keep/tower ><
Red Guard
Lol, there are a LOT of people that wanted the AC buff (myself included). Siege should hurt, standing in AC’s was like standing in a heavy rain that made one giggle at the idea that it could kill you.
Sorrow’s Furnace – Commander/Officer
Kabal of the Righteous [Seed]
… build catapults instead of rams just outside the range of the defending ACs.
I dont really get what the problem is. More focus on clever siege work is better.
Attack with AC > Enemy make counter AC > we make counter treb > enemy make counter treb!
YAY SIEGE WARS.
I can’t tell if you’re being sarcastic, because compared to zerg wars, siege wars sounds fun as kitten.
… build catapults instead of rams just outside the range of the defending ACs.
I dont really get what the problem is. More focus on clever siege work is better.
Attack with AC > Enemy make counter AC > we make counter treb > enemy make counter treb!
YAY SIEGE WARS.
I can’t tell if you’re being sarcastic, because compared to zerg wars, siege wars sounds fun as kitten.
not when your one of the 75% of people who can’t man siege cause of siege cap so you sit there for 8 hours /dancing while they treb each other
… build catapults instead of rams just outside the range of the defending ACs.
I dont really get what the problem is. More focus on clever siege work is better.
Attack with AC > Enemy make counter AC > we make counter treb > enemy make counter treb!
YAY SIEGE WARS.
I can’t tell if you’re being sarcastic, because compared to zerg wars, siege wars sounds fun as kitten.
In this case, I will cover our VOTF buddies, both zerg wars and siege wars is kitten Main reason zerg wars is kitten is skill lag though. Siege wars should be a kittening browser game, not what WvW in a MMORPG is about.
Red Guard
Its designed to kill your zerg, make things defensible against zergs.
Nop, this, with : no more focus against treb, 30sec for a tag.. well.. welcome to the “static” prime time, with only golem zerg for trying to take a t3. Awesome ! More zerg plz !
Jade Quarry
With the ability to put 12 arrowcarts on a single door, adding poison to an arrowcart resulting in 33% less healing, increasing arrowcarts damage by 80%, with arrowcarts being so easily built with such small amount of supply required and increasing the time within which bleed stays on you from a cart… how do you think this is a positive addition to WvW?
I cant even … Im utterly dumbfounded at why someone at arenanet would think this is a good idea…
1- Use trebuchet to destroy inner siege.
2- Use said trebuchet to take down wall.
It’s going to be slower, more difficult, and require more effort and I bloody love it!!!
The only people who will really mind are the people who just wanted to continue the current flip-flip-flip-ARE-YOU-SERIOUS-DEFEND-?-flip-flip-flip trend. Fast xp, fast rewards, gimme gimme gimme.
Stupidity is when you can’t help it;
Ignorance is when you choose not to understand.
Wow, just WOW. Keeps will now be impossible to take.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
they lose more and more people every new pacth
I’d love to see the numbers you’re drawing that conclusion from.
I’m predicting anecdotal evidence and/or “lol u must be blind 2 not see it”
Head Deany Kong of Deany and the Kongs [Kong]
http://www.youtube.com/user/RoboCafaz
some of your don’t seem to understand it:
If your have the outmanned buff is THEN and not before when carts should get a damage boost.
As it is now the blobs will need to be even bigger to take a T3 objective.
With the ability to put 12 arrowcarts on a single door, adding poison to an arrowcart resulting in 33% less healing, increasing arrowcarts damage by 80%, with arrowcarts being so easily built with such small amount of supply required and increasing the time within which bleed stays on you from a cart… how do you think this is a positive addition to WvW?
I cant even … Im utterly dumbfounded at why someone at arenanet would think this is a good idea…
1- Use trebuchet to destroy inner siege.
2- Use said trebuchet to take down wall.It’s going to be slower, more difficult, and require more effort and I bloody love it!!!
The only people who will really mind are the people who just wanted to continue the current flip-flip-flip-ARE-YOU-SERIOUS-DEFEND-?-flip-flip-flip trend. Fast xp, fast rewards, gimme gimme gimme.
Have fun sieging 24/7, I’d rather go out have some good fights, but AC will ruin all fights nearby keeps and towers, people will even build AC in the complete open to kill.
Red Guard
This is a massive change but it could be okay. A couple of superior arrow carts should pretty much counter rams now. I guess we’ll be seeing a lot more people pre-building defensive arrow carts and guarding towers. On the offensive side, way more catas, far fewer rams.
Its not a couple, its 12, 12 that can hit a gate.
12×2000 = 24000 damage per second.
One thing I also forgot is that the increase in range means you can place more than 12 on a gate because the range has now been increased!
http://www.votf.net
With the ability to put 12 arrowcarts on a single door, adding poison to an arrowcart resulting in 33% less healing, increasing arrowcarts damage by 80%, with arrowcarts being so easily built with such small amount of supply required and increasing the time within which bleed stays on you from a cart… how do you think this is a positive addition to WvW?
I cant even … Im utterly dumbfounded at why someone at arenanet would think this is a good idea…
1- Use trebuchet to destroy inner siege.
2- Use said trebuchet to take down wall.It’s going to be slower, more difficult, and require more effort and I bloody love it!!!
The only people who will really mind are the people who just wanted to continue the current flip-flip-flip-ARE-YOU-SERIOUS-DEFEND-?-flip-flip-flip trend. Fast xp, fast rewards, gimme gimme gimme.
Not so much. During the day today the enemy server took everything, I think they are currently ticking 575. We have no chance to take any of it back. The only people that wanted this were the bads that do not know how to defend their keeps/towers.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
With the ability to put 12 arrowcarts on a single door, adding poison to an arrowcart resulting in 33% less healing, increasing arrowcarts damage by 80%, with arrowcarts being so easily built with such small amount of supply required and increasing the time within which bleed stays on you from a cart… how do you think this is a positive addition to WvW?
I cant even … Im utterly dumbfounded at why someone at arenanet would think this is a good idea…
1- Use trebuchet to destroy inner siege.
2- Use said trebuchet to take down wall.It’s going to be slower, more difficult, and require more effort and I bloody love it!!!
The only people who will really mind are the people who just wanted to continue the current flip-flip-flip-ARE-YOU-SERIOUS-DEFEND-?-flip-flip-flip trend. Fast xp, fast rewards, gimme gimme gimme.
And all they will do is build a counter treb, a bali or use their increased AC range. Its just going to slow things right down and cause massive stale mates. Were already starting to see it now in WvW and its only a few hours after patch
Keeps are not going to be impossible to take. With the increased range on arrow carts. You should be able to build offensive arrow carts to counter the defensive ones. We’ll have to see how this works.
Agreed. Ridiculous.
Nobody was asking for so mega mighty buff.
Anet: please communicate with your players before doing such drastic changes. It looks more and more like you really don’t play nor understand your own game.
Talk to us!
Its designed to kill your zerg, make things defensible against zergs.
Maybe come up with new strategies?
also arrow carts 1-2-3-4 are deathtraps for operators against people that know what they are doing. There is nothing to stop an attacking force to simply pull the operators off the walls.
Then just re-build the arrowcarts and rinse repeat with your 2k x 12 damage per second with the -33% heal that the poison gives you thus making defence far more overpowered than attack.
Speaking as someone who, since launch, has been saying that attackers had every single advantage during a siege (and they did), I welcome this change. Those of us who like fighting over an objective, who like the push-and-pull of a protracted siege over the 30 second zerg v zerg routs in open field…well, it’s our turn now.
Stupidity is when you can’t help it;
Ignorance is when you choose not to understand.
This is an awesome change! I love it. AC’s were weak before, you could just stand in them and it didn’t really matter.
Attacking a structure was way too easy. And this helps the defenders – great improvment.
As mentioned it busts a zerg from throwing down rams easily. It also helps the defenders fend off all the AoE kitten that hits you on top of the wall. Lets see those Ele’s just stand there now and cast Meteor Shower with reckless abandon.
I remember reading once: “Wah wah wah defense is impossible all this game is about is attacking things you cant defend wah its impossible” so devs just buffed ac’s to make defending more possible and now its “wah wah wah game is too static, attacking is too hard…”
Really, make up your minds people.
Apathy Inc [Ai]
If the 30 minute timers now really work, then most siege will have to be built at the last minute unless you have people refreshing and replacing siege round-the-clock. Once the zerg arrives it will be difficult to place siege on walls because enemies will be able to attack the build sites, and supplies will often be limited. ACs behind the gate will be greatly helpful, if you can get them built in time. It really depends on if the timers will really destroy siege after 30 minutes, and if there are enough players willing to build and refresh. Pre-patch, I would say heck no there are not enough willing to build and refresh, and I’m not all that optimistic that will change.
Also, the 30-second delay to the attack alert will play a factor. There will be times when nobody even knows a tower/keep is under attack until the gate is already as good as destroyed. There will be other times when scouting and pre-built, refreshed siege, quickly destroys rams and maybe even golems.
These new arrow carts are ridiculous. And with the range buff, its hard even to know where the arrows are coming from.
The response will be trebbing the snot out of everything before going in. It will be a protracted turtlefest.
You over-did-it on the arrow carts Anet.
FA
They’re on a good way to be like EA.
This patch is for WvW absolutely terrible.
Warrior – Gunnar’s Hold
Will always love Elona!
they lose more and more people every new pacth
I’d love to see the numbers you’re drawing that conclusion from.
I’m predicting anecdotal evidence and/or “lol u must be blind 2 not see it”
http://www.ign.com/articles/2013/03/07/how-guild-wars-2-plans-to-survive
“Aside from managing to shift over 3 million copies in the six months since it launched, Johanson also informs me that Guild Wars 2 has bucked one of the main MMO trends by seeing player numbers continue to rise during what would usually be a post-launch slump.”
With the ability to put 12 arrowcarts on a single door, adding poison to an arrowcart resulting in 33% less healing, increasing arrowcarts damage by 80%, with arrowcarts being so easily built with such small amount of supply required and increasing the time within which bleed stays on you from a cart… how do you think this is a positive addition to WvW?
I cant even … Im utterly dumbfounded at why someone at arenanet would think this is a good idea…
1- Use trebuchet to destroy inner siege.
2- Use said trebuchet to take down wall.It’s going to be slower, more difficult, and require more effort and I bloody love it!!!
The only people who will really mind are the people who just wanted to continue the current flip-flip-flip-ARE-YOU-SERIOUS-DEFEND-?-flip-flip-flip trend. Fast xp, fast rewards, gimme gimme gimme.
And all they will do is build a counter treb, a bali or use their increased AC range. Its just going to slow things right down and cause massive stale mates. Were already starting to see it now in WvW and its only a few hours after patch
I’m not seeing a problem with fights taking longer and objectives being more defensible. It used to be possible to take a keep in under 90 seconds (or was it 60). NINETY SECONDS to storm a keep and flip it.
That is ridiculous.
Stupidity is when you can’t help it;
Ignorance is when you choose not to understand.
Its designed to kill your zerg, make things defensible against zergs.
Maybe come up with new strategies?
also arrow carts 1-2-3-4 are deathtraps for operators against people that know what they are doing. There is nothing to stop an attacking force to simply pull the operators off the walls.
Then just re-build the arrowcarts and rinse repeat with your 2k x 12 damage per second with the -33% heal that the poison gives you thus making defence far more overpowered than attack.
Speaking as someone who, since launch, has been saying that attackers had every single advantage during a siege (and they did), I welcome this change. Those of us who like fighting over an objective, who like the push-and-pull of a protracted siege over the 30 second zerg v zerg routs in open field…well, it’s our turn now.
If you think offensive side has an advantage, then you’re probably so bad you think you always had a disadvantage. With the portal you can run in and out, you have the walls to stand on. You have an huge defensive advantage, if you are actually able to kill the enemy.
Red Guard
I remember reading once: “Wah wah wah defense is impossible all this game is about is attacking things you cant defend wah its impossible” so devs just buffed ac’s to make defending more possible and now its “wah wah wah game is too static, attacking is too hard…”
Really, make up your minds people.
Honestly where they were at before was fine even with the WXP skills they would be fine but an overall 80% damage buff is insane.
The main problem is that you can’t wipe all the AC’s before taking a keep as defenders can build em on corners and behind the gate. Put two sup Ac’s by supply hut and jsut watch every single ram melt in a few seconds. Now you just need to worry about sitting there and counter trebbing 24/7 and those people wasting your supply to reapir walls for the wxp from the said trebs that now can’t be blocked